Yora
Legend
(The attempt to have a discussion about practical gamemaster advice for adventures and not debate the definition of Sword & Sorcery for the umpteenth time again failed as immediately and thoroughly as all Sword & Sorcery threads always do. Another attempt is being made here. This thread is now about debating the definition of Sword & Sorcery.)
Sword & Sorcery is a somewhat old fashioned style of heroic fantasy that is primarily really just a somewhat more specific style of aesthetics and tone. While there's been a good number of RPGs in recent decades that bill themselves as Sword & Sorcery games, most are rally just regular D&D without elves, dwarves, and clerics.
If you look around the internet, you can find a number of discussions that popped up over the years on what you need for a Sword & Sorcery campaign, and it's generally always the same list of established conventions, that oddly enough doesn't actually match with many of the classic stories that are considered foundational to the style. "Humans only, no spellcasters, no alignment, but the PCs should also all be pretty evil". Whatever floats your boat, I guess.
But let us say you have established your setting and think it feels sufficiently swordly and sorcerous. And you have your dusty starting town on the edge of the monster infested wilderness and your party of badass PCs. What happens now?
What kind of stories do we actually tell in a Sword & Sorcery campaign? We have a couple of classic elements that feel very much at home in the Sword & Sorcery style. Evil wizards, brutal warlords, ruined cities, piles of gold and jewels, demons, undead, giant spiders, giant snakes, giant apes, and frogs. But none of this is exactly unusual in any other styles of fantasy either. (Except the frogs.)
Sword & Sorcery has three main characteristic traits, which are protagonist who exist outside the normal structure of society and its rules, act on their own initiative and their own personal reasons, and who deal with any obstacles by taking decisive action. It's not the only definition of Sword & Sorcery, but I think few people would deny these traits to be typical elements of the style.
From what, we can postulate three things to keep in mind when running adventures that aim to evoke a feeling of Sword & Sorcery: 1) The PCs should not be bound to do anything by duty or obligation, 2) the PCs need to have their own stakes in whatever is going on, and 3) the GM should keep pressure on the players to do something and not give them any more than only a reasonable amount of time to discuss their next steps.
The first two are where I see some challenges pop up. When the PCs should have their own stakes in what is going on, but they also should be free agents and wildcards, how do you set up the hook to get them involved in the first place?
Sword & Sorcery is a somewhat old fashioned style of heroic fantasy that is primarily really just a somewhat more specific style of aesthetics and tone. While there's been a good number of RPGs in recent decades that bill themselves as Sword & Sorcery games, most are rally just regular D&D without elves, dwarves, and clerics.
If you look around the internet, you can find a number of discussions that popped up over the years on what you need for a Sword & Sorcery campaign, and it's generally always the same list of established conventions, that oddly enough doesn't actually match with many of the classic stories that are considered foundational to the style. "Humans only, no spellcasters, no alignment, but the PCs should also all be pretty evil". Whatever floats your boat, I guess.
But let us say you have established your setting and think it feels sufficiently swordly and sorcerous. And you have your dusty starting town on the edge of the monster infested wilderness and your party of badass PCs. What happens now?
What kind of stories do we actually tell in a Sword & Sorcery campaign? We have a couple of classic elements that feel very much at home in the Sword & Sorcery style. Evil wizards, brutal warlords, ruined cities, piles of gold and jewels, demons, undead, giant spiders, giant snakes, giant apes, and frogs. But none of this is exactly unusual in any other styles of fantasy either. (Except the frogs.)
Sword & Sorcery has three main characteristic traits, which are protagonist who exist outside the normal structure of society and its rules, act on their own initiative and their own personal reasons, and who deal with any obstacles by taking decisive action. It's not the only definition of Sword & Sorcery, but I think few people would deny these traits to be typical elements of the style.
From what, we can postulate three things to keep in mind when running adventures that aim to evoke a feeling of Sword & Sorcery: 1) The PCs should not be bound to do anything by duty or obligation, 2) the PCs need to have their own stakes in whatever is going on, and 3) the GM should keep pressure on the players to do something and not give them any more than only a reasonable amount of time to discuss their next steps.
The first two are where I see some challenges pop up. When the PCs should have their own stakes in what is going on, but they also should be free agents and wildcards, how do you set up the hook to get them involved in the first place?
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